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Hardware-compatible vertex compression using quantization and simplification

Published: 30 July 2005 Publication History

Abstract

We present a vertex compression technique suitable for efficient decompression on graphics hardware. Given a user-specified number of bits per vertex, we automatically allocate bits to vertex attributes for quantization to maximize quality, guided by an image-space error metric. This allocation accounts for the constraints of graphics hardware by packing the quantized attributes into bins associated with the hardware's vectorized vertex data elements. We show that this general approach is also applicable if the user specifies a total desired model size. We present an algorithm that integrally combines vertex decimation and attribute quantization to produce the best quality model for a user-specified data size. Such models have an appropriate balance between the number of vertices and the number of bits per vertex.Vertex data is transmitted to and optionally stored in video memory in the compressed form. The vertices are decompressed on-the-fly using a vertex program at rendering time. Our algorithms not only work well within the constraints of current graphics hardware but also generalize to a setting where these constraints are relaxed. They apply to models with a wide variety of vertex attributes, providing new tools for optimizing space and bandwidth constraints of interactive graphics applications.

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cover image ACM Conferences
HWWS '05: Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
July 2005
121 pages
ISBN:1595930868
DOI:10.1145/1071866
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 30 July 2005

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GH05: Graphics Hardware 2005
July 30 - 31, 2005
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Overall Acceptance Rate 37 of 94 submissions, 39%

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  • (2022)Output-Sensitive Avatar Representations for Immersive TelepresenceIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2020.303736028:7(2697-2709)Online publication date: 1-Jul-2022
  • (2018)Packing Vertex Data into Hardware-Decompressible TexturesIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2017.269518224:5(1705-1716)Online publication date: 1-May-2018
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  • (2013)Compression-domain seamless multiresolution visualization of gigantic triangle meshes on mobile devicesProceedings of the 18th International Conference on 3D Web Technology10.1145/2466533.2466541(99-107)Online publication date: 20-Jun-2013
  • (2013)The POP Buffer: Rapid Progressive Clustering by Geometry QuantizationComputer Graphics Forum10.1111/cgf.1222732:7(197-206)Online publication date: 25-Nov-2013
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